NAK_CVR_Mods/VisualCloneFix/Main.cs
2024-06-24 17:38:37 -05:00

174 lines
No EOL
6.7 KiB
C#

using System.Reflection;
using ABI_RC.Core.Player.LocalClone;
using ABI_RC.Core.Player.TransformHider;
using ABI.CCK.Components;
using HarmonyLib;
using MelonLoader;
using UnityEngine;
namespace NAK.VisualCloneFix;
public class VisualCloneFixMod : MelonMod
{
#region Melon Preferences
private static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(nameof(VisualCloneFix));
private static readonly MelonPreferences_Entry<bool> EntryUseVisualClone =
Category.CreateEntry("use_visual_clone", true,
"Use Visual Clone", description: "Uses the potentially faster Visual Clone setup for the local avatar.");
#endregion Melon Preferences
#region Melon Events
public override void OnInitializeMelon()
{
HarmonyInstance.Patch( // add option back as melonpref
typeof(TransformHiderUtils).GetMethod(nameof(TransformHiderUtils.SetupAvatar),
BindingFlags.Public | BindingFlags.Static),
prefix: new HarmonyMethod(typeof(VisualCloneFixMod).GetMethod(nameof(OnSetupAvatar),
BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // fix binding of ids to exclusions
typeof(LocalCloneHelper).GetMethod(nameof(LocalCloneHelper.CollectTransformToExclusionMap),
BindingFlags.NonPublic | BindingFlags.Static),
prefix: new HarmonyMethod(typeof(VisualCloneFixMod).GetMethod(nameof(CollectTransformToExclusionMap),
BindingFlags.NonPublic | BindingFlags.Static))
);
HarmonyInstance.Patch( // fix binding of exclusion ids to compute buffer
typeof(SkinnedLocalClone).GetMethod(nameof(SkinnedLocalClone.FindExclusionVertList),
BindingFlags.NonPublic | BindingFlags.Static),
prefix: new HarmonyMethod(typeof(VisualCloneFixMod).GetMethod(nameof(FindExclusionVertList),
BindingFlags.NonPublic | BindingFlags.Static))
);
}
#endregion Melon Events
#region Transform Hider Setup
private static bool OnSetupAvatar(GameObject avatar)
{
if (!EntryUseVisualClone.Value)
return true;
LocalCloneHelper.SetupAvatar(avatar);
return false;
}
#endregion Transform Hider Setup
#region FPR Exclusion Processing
private static bool CollectTransformToExclusionMap(
Component root, Transform headBone,
ref Dictionary<Transform, FPRExclusion> __result)
{
// add an fpr exclusion to the head bone
FPRExclusion headExclusion = headBone.gameObject.AddComponent<FPRExclusion>();
MeshHiderExclusion headExclusionBehaviour = new();
headExclusion.target = headBone;
headExclusion.behaviour = headExclusionBehaviour;
headExclusionBehaviour.id = 1; // head bone is always 1
// body is 0, ensure it is not masked away
//LocalCloneManager.cullingMask &= ~(1 << 0);
// get all FPRExclusions
var fprExclusions = root.GetComponentsInChildren<FPRExclusion>(true).ToList();
// get all valid exclusion targets, and destroy invalid exclusions
Dictionary<Transform, FPRExclusion> exclusionTargets = new();
int nextId = 2;
for (int i = fprExclusions.Count - 1; i >= 0; i--)
{
FPRExclusion exclusion = fprExclusions[i];
if (exclusion.target == null
|| exclusionTargets.ContainsKey(exclusion.target)
|| !exclusion.target.gameObject.scene.IsValid())
{
UnityEngine.Object.Destroy(exclusion);
fprExclusions.RemoveAt(i);
continue;
}
if (exclusion.behaviour == null) // head exclusion is already created
{
MeshHiderExclusion meshHiderExclusion = new();
exclusion.behaviour = meshHiderExclusion;
meshHiderExclusion.id = nextId++;
}
// first to add wins
exclusionTargets.TryAdd(exclusion.target, exclusion);
}
// process each FPRExclusion (recursive)
foreach (FPRExclusion exclusion in fprExclusions)
{
ProcessExclusion(exclusion, exclusion.target);
exclusion.UpdateExclusions(); // initial state
}
// log totals
//LocalCloneMod.Logger.Msg($"Exclusions: {fprExclusions.Count}");
__result = exclusionTargets;
return false;
void ProcessExclusion(FPRExclusion exclusion, Transform transform)
{
if (exclusionTargets.ContainsKey(transform)
&& exclusionTargets[transform] != exclusion) return; // found other exclusion root
//exclusion.affectedChildren.Add(transform); // associate with the exclusion
exclusionTargets.TryAdd(transform, exclusion); // add to the dictionary (yes its wasteful)
foreach (Transform child in transform)
ProcessExclusion(exclusion, child); // process children
}
}
#endregion
#region Head Hiding Methods
public static bool FindExclusionVertList(
SkinnedMeshRenderer renderer, IReadOnlyDictionary<Transform, FPRExclusion> exclusions,
ref int[] __result)
{
Mesh sharedMesh = renderer.sharedMesh;
var boneWeights = sharedMesh.boneWeights;
int[] vertexIndices = new int[sharedMesh.vertexCount];
// Pre-map bone transforms to their exclusion ids if applicable
int[] boneIndexToExclusionId = new int[renderer.bones.Length];
for (int i = 0; i < renderer.bones.Length; i++)
if (exclusions.TryGetValue(renderer.bones[i], out FPRExclusion exclusion))
boneIndexToExclusionId[i] = ((MeshHiderExclusion)exclusion.behaviour).id;
const float minWeightThreshold = 0.2f;
for (int i = 0; i < boneWeights.Length; i++)
{
BoneWeight weight = boneWeights[i];
if (weight.weight0 > minWeightThreshold)
vertexIndices[i] = boneIndexToExclusionId[weight.boneIndex0];
else if (weight.weight1 > minWeightThreshold)
vertexIndices[i] = boneIndexToExclusionId[weight.boneIndex1];
else if (weight.weight2 > minWeightThreshold)
vertexIndices[i] = boneIndexToExclusionId[weight.boneIndex2];
else if (weight.weight3 > minWeightThreshold)
vertexIndices[i] = boneIndexToExclusionId[weight.boneIndex3];
}
__result = vertexIndices;
return false;
}
#endregion Head Hiding Methods
}